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 10 man Kabalite squads loadout

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Hekatrix
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PostSubject: Re: 10 man Kabalite squads loadout   Fri Apr 13 2018, 10:07

I like it, people are going back and forth about the advantages and disazdvantages, because it is slightly different and in some cases one is better and in other cases the other option is better.

I really feel like the codex seems quite balanced with most options being good enough to want often enought that it depends more on personal preferences and meta than on the codex itself.
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Hellstrom
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PostSubject: Re: 10 man Kabalite squads loadout   Fri Apr 13 2018, 11:09

@helvexis wrote:
@Hellstrom wrote:
@HERO wrote:
@Hellstrom wrote:
I'm actually thinking that 10 man squads are stupid altogether now.  Going to go with 4 Blasterborn and 5 man Kabalite squads with a Blaster in each Raider.  Much more point efficient.

Is it?  You just drastically increased the cost of the unit(s) inside per Raider.


4 Raiders (4x Dissie).  3 containing 10 Kabs with 2 Blasters.  1 Raider with 5 Kabs with 1 Blaster and the 2 Blaster Archons.
Total 9 Blasters
832pts

3 Raiders (3x Dissie).  2 containing 1 Blasterborn unit with 4 Blasters and 5 man Kab with 1 Blaster. 1 Raider with 5 Kabs with 1 Blaster and the 2 Blaster Archons.
Total  12 Blasters
805pts

Cheaper, but missing 1 Raider.  Hmmmmm.  Comparable maybe? Overall, actually more expensive I suppose.  It's tricky this list making malarkey.

You've gained 3 blasters and 27pts at the cost of a raider!, 28ish splinter rifles and 10 more wounds.

im just not entirely sure how you can justify that as being a net gain?

I don't really count the Splinter Rifles that's why Smile  I do understand where you are coming from though. Also, it's just 13 extra Splinter Rifles.
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Isvan
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PostSubject: Re: 10 man Kabalite squads loadout   Fri Apr 13 2018, 11:30

@Lord Asvaldir wrote:
Or a splinter cannon, worth considering taking I think for 10 man warrior units in raiders.

Note that Splinter Cannons don't work with Splinter Racks. It's still an upgrade in terms of shots per raider, but it's actually slightly worse in terms of shots per point.

The SC guy gives ~4 hits for 16 points, while 3 warriors give ~5 hits for 18 points, if you're taking Splinter Racks. If you don't have Splinter Racks the cannon is more effective, but the Racks are an efficient buy even if you are taking the Cannon, assuming there are at least 7 Splinter Rifles riding in the Raider.

I'm leaning towards putting two 5-man Warrior squads with Shredders in each Raider. Fills out detachments, cheap, kills infantry well, and I can get my Blasters from Archons and Scourges.
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DeathByAThousandCuts
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PostSubject: Re: 10 man Kabalite squads loadout   Fri Apr 13 2018, 12:51

Its really stupid that the splinter racks don't work with a splinter cannon. I hope it gets FAQed (probably won't though).
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Soulless Samurai
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PostSubject: Re: 10 man Kabalite squads loadout   Fri Apr 13 2018, 13:06

@DeathByAThousandCuts wrote:
Its really stupid that the splinter racks don't work with a splinter cannon. I hope it gets FAQed (probably won't though).

It really does seem like the designers went to great lengths to stamp out any possible synergy from our army.

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Ragnos
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PostSubject: Re: 10 man Kabalite squads loadout   Fri Apr 13 2018, 13:45

Mhh. I mostly play against enemies with lots of vehicles and other heavily armored multi-wound targets. That's why I take as much darklight as I can.

I also want to stick to codex units only, as I think our codex is good enough and there is no need to mix stuff, e.g. giving blasters to archons. In my opinion, a whole unit should be either like in the codex or like in the index.
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Lord Asvaldir
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PostSubject: Re: 10 man Kabalite squads loadout   Fri Apr 13 2018, 16:48

@Isvan wrote:
@Lord Asvaldir wrote:
Or a splinter cannon, worth considering taking I think for 10 man warrior units in raiders.

Note that Splinter Cannons don't work with Splinter Racks. It's still an upgrade in terms of shots per raider, but it's actually slightly worse in terms of shots per point.

The SC guy gives ~4 hits for 16 points, while 3 warriors give ~5 hits for 18 points, if you're taking Splinter Racks. If you don't have Splinter Racks the cannon is more effective, but the Racks are an efficient buy even if you are taking the Cannon, assuming there are at least 7 Splinter Rifles riding in the Raider.

I'm leaning towards putting two 5-man Warrior squads with Shredders in each Raider. Fills out detachments, cheap, kills infantry well, and I can get my Blasters from Archons and Scourges.

I'm aware it doesn't work with splinter racks. As you said though, in a 10 man warrior unit in a raider, you can't take those extra 3 warriors for more effective shots per point. The splinter cannon is replacing one splinter rifle that could benefit from the racks, not 3, so it's still going to get you more shots.

I think the more important question is if all you have is 10pts to spend, what's more cost effective, a splinter rack for the warrior's raider, or a single splinter cannon in the warrior unit? Of course the cannon has the benefit of being usable if the warriors get out/are forced out of their transport.

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withershadow
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PostSubject: Re: 10 man Kabalite squads loadout   Sat Apr 14 2018, 14:53

It’s funny how people are so quick to jump to absolutes. “Here’s a few reasons 5-man squads are good.” “Oh my gerd, 10 man squads are worthless!”

Except of course VPs, board presence, being able to preserve specials longer, heavy weapon being far more valuable than another sybarite, etc.

It seems folks are less interested in discussing tactics, and more in establishing unassailable dogma about “how things should be”. It’s silly.
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Cerve
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PostSubject: Re: 10 man Kabalite squads loadout   Sat Apr 14 2018, 17:22

@withershadow wrote:
It’s funny how people are so quick to jump to absolutes. “Here’s a few reasons 5-man squads are good.” “Oh my gerd, 10 man squads are worthless!”

Except of course VPs, board presence, being able to preserve specials longer, heavy weapon being far more valuable than another sybarite, etc.

It seems folks are less interested in discussing tactics, and more in establishing unassailable dogma about “how things should be”. It’s silly.

That happens when people play this game only with a calculator in his hand :p
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Mppqlmd
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PostSubject: Re: 10 man Kabalite squads loadout   Sat Apr 14 2018, 19:18

Since you can now take 2 specials on a 10 man squad, those are much, much more appealing (1 DL and 2 blasters is what i call a good squad !).

2*5 in the same Raider is something you'd do if you want to play briguades, or something like that.

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withershadow
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PostSubject: Re: 10 man Kabalite squads loadout   Mon Apr 16 2018, 03:03

@DeathByAThousandCuts wrote:
Its really stupid that the splinter racks don't work with a splinter cannon. I hope it gets FAQed (probably won't though).
It may well be an oversight, but the only way it gets addressed is if it gets asked. I know I did my part, but I’m pretty sure that question will be buried under the onslaught of “do flayed skull transports buff the riders of different obsessions? And why do lhameans work? And I can use Vects agents without any black heart detachments, amirite?”

Lame. Sad
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Ikol
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PostSubject: Re: 10 man Kabalite squads loadout   Mon Apr 16 2018, 03:08

Wellllll. I assume by your asking that you know the answers to all that.

In order: No. Because it’s worded ‘6+’ and ‘+2 to the Wound roll’, and Yes.

Though that last one I either expect to get FAQ’d shortly, or the Devs will acknowledge that they meant for Alaitoc Ynnari unit’s to be able to use a Saim Hann Asuryani Stratagem. XD

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